Nosmos wrote:Looks nice.
Just played it Solo with 1 Fencer and 1 Ranger.
The Ranger died fast but the fencer was alive and kicking in turn 50 (didnt set turns to unlimited). The combination of cold/drain/plague range attack and undead resistance + berserk melee was very strong
Nosmos wrote:i stopped 1 game at turn 130 or something
well i did buy that undead stuff + melee damage + berserk
Nosmos wrote:in the end i was just running around a bit in the beginning just standing at one point (in one of the outer castels)
hm i did collect the bonus exp only one time, is it supposed to work again ?
Nosmos wrote:some comments :
1. you have income +2 ? is this intended ? i had lots of money in the lonmg game ? where did it come from ?
Nosmos wrote:2. how much do you heal from level up ? looked a bit random to me
Nosmos wrote:3. poison is a problem with the ranger
Nosmos wrote:4. perhaps sorting the menu with the updates would be nice
Nosmos wrote:5. the balacing of this will be really really hard, the map is a bit large imho
Ken Oh wrote:Vigorous does not cure poison, at least not for me. Also, respawning after dying doesn't cure poison either. This really makes the Undead path the only playable one at the moment.
Ken Oh wrote:Teleport: Does this even work? I haven't figured out how to use it.
Ken Oh wrote:I think the upgrade options have obvious groupings. You have stat upgrades (strength, dex, movement, toughness, etc.), combat abilities/skills (berserk, charge, backstab, etc.), terrain upgrades (movement and defense bonuses), "class path" upgrades, and so on. There are some stray ones that might not fit into anything else, like Vigorous, but you can maybe put that with stat upgrades. Either way, just kind of grouping those together, if you can, will make a big difference.
Ken Oh wrote:About the elf being underpowered. The reason for this has to do with a suggestion I have below. It's not because of a lack of skills, it's because having a strong ranged weapon is nothing like having a strong melee weapon. I'm currently on turn 161 (it's going very slowly at this point, and my laptop is getting really hot) and my human managed one kill on his turn, but then on the enemy's turn 13 of them attacked and died (not to mention everyone surrounding me is near death). What this means is a human and get attacked and gain massive exp, level up and heal quickly. Elves, on the other hand, get pounded but earn little in the way of exp.
Ken Oh wrote:About Undead line being too powerful. I think rather than lowering resistances I would try lowering melee attack power and get them to focus on
Ken Oh wrote:I don't think the map is too big. I think it's perfect. Also, I think the castle system is great.
Ken Oh wrote:Here where I think you go wrong. There are just too many enemies and for a couple reasons:
1. You don't want to be playing this all day. It can take you hours to get to the point where you start seeing Skeletal Dragons,Sea Serpents and Yetis, and that's just single player. You are very literally going to be there all day if you play with a friend or two.
Ken Oh wrote:2. Mobility is too low. You can get permanently trapped too easily, even if you are killing the 14 enemies a round like I said I was. And, if you're playing with a friends, backstab becomes useless when you can't even move one space over, let alone behind an enemy. If you're worried about players being able to constantly outrun enemies, don't. In turn-based games like this it's always way easier to catch someone who is trying to get around you than it is to get around someone (it's different than real-time strat in that way). Mobility is a huge part of the Wesnoth's strat.
Ken Oh wrote:OK, here I took a screenshot of where I respawned on round 170. I quit there because I know I will never be able to move away from that area, or even move to better terrain. But it's not just like that on round 170. It's like this most of the way through.
Ken Oh wrote:I suggest having enemies spawn slower but make them get harder quicker. That way you could actually travel around but sometimes you would have no choice but to fight. Also, I think it would be neat to have an occasional enemy spawn that is way tougher than the rest. Players might choose to avoid it until they get stronger and can take it on.
Ken Oh wrote:Also, maybe you can decrease/increase the spawn rate depending on how many players there are (just don't do it the way Colosseum did it, because you could put player 2 as empty and just put more players after that and it would only spawn player 1's enemies). Not sure if you've done this though.
Ken Oh wrote:One more suggestion: I think you should do something about enemies attacking after you respawn in the center. I've gotten taken down to 1/3 HP just from a turn of enemies attacking before I got to control anything. Maybe move the unit somewhere safe in a dark area before putting him back into the center.
Ken Oh wrote:Again, very fun and I can't wait for it to get better. If you want to use any abilities I have made for the in-progress Abilities Era, please feel free to do so.
Ken Oh wrote:It seems like you gave the crossbow marksmanship skill to the elf. When I choose it, it doesn't do anything.
Ken Oh wrote:And:
I think it would be neat if you could think of a way to keep track of your "level", maybe change the description of the class "Human Hero L1", "Human Hero L23", etc.
Ken Oh wrote:About the Undead thing where I forgot to keep on typing (I knew I left something hanging...), I was going to say that they should have to focus on ranged attacking more and creating a zombie army. The "silent" skill is a good idea (I was thinking the same thing, actually).
Ken Oh wrote:About the elf: Does it really get around that easily? It has normal elf forest bonuses, but doesn't have a higher base move or anything. It seems to me that the human can get just as good movement with just 1 skill.
Ken Oh wrote:I don't really thing heroic helps enough to make a huge difference. I mean, it seems like you either level up within a few rounds or you die. That's only a handful of HP.
Ken Oh wrote:I actually did notice how the castle points go up slower with more players. I think you should do a steadier increase and reduce the number of monsters (are we calling them monters when they're human too?).
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